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Copy file name to clipboardExpand all lines: help_doc.md
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@@ -35,25 +35,25 @@ World Editor crashes frequently in HD mode, but works much better in SD mode. Yo
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You can change this in the editor by clicking **File/Preferences** and choosing **SD** under "Asset Mode". This will not affect map gameplay; only the editor will be affected.
Before attempting to modify the JASS code, ensure that JassHelper is enabled. JassHelper is a vital compiler that helps identify errors and makes debugging easier.
If there are JASS errors, simply copy the error message and code output by JassHelper and paste it into an LLM, such as ChatGPT, for a solution. Then, in the "Custom Script Code" section, replace the affected code with your fix. You may need to repeat this process several times. It may be helpful to work in a text editor.
The filenames included cover some of the more common map types, such as Anime RPGs and custom games. However, it is not fully complete, as maps are constantly being updated with new assets/filenames.
By combining the listfile scanners from WC3 Map Deprotector and MPQ Editor, you can identify more files, making them much more manageable to work with.
The world editor tracks units placed in the render window inside the W3X archive with a file named `War3MapUnits.doo`. Upon saving, these are converted into a function in the `War3Map.j` file called `CreateAllUnits`.
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@@ -138,18 +138,18 @@ Protection empties the "Object Manager" and obfuscates the Jass by scrambling th
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To help you determine what was deciphered and what was lost, it comments out the portion of the Jass that was deciphered correctly (since it will be re-generated by "World Editor" on save).
-**Missing Units:** A unit like "War Room" with FourCC `'h995'` might be shown in-game on the protected map but missing from the Object Manager in the World Editor
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-**Incorrect Attributes:** A unit might be created with default values instead of custom ones (e.g., Mana left at default instead of being reset to 0)
@@ -169,7 +169,7 @@ You will know that deciphering the JASS into ObjectManager failed if, after savi
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> **Important:** Remember that Object Manager attributes are tied to a specific instance of a unit placed in the render window; this is different from the "Object Editor" where you set default values for all units of that type.
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